I mean like a special melon like a commando that can do alot more things then other melons cant and cost more and like require you to get like 100 kills or some thing to unlock and be able to spawn it. Also I found two bugs. First one is when ever I try to give a order to a melon(s) I get this

Also I can not add any thing like new weapons to gmod since I've had WarMelons.

The solution to all problems is to update your SVN. You likely got a bad file. Only report a "bug" if it doesn't go away after updating. As for the weapons, no weapons allowed in WarMelons. If you want to change that go screw around with the tool_permissions.lua file in the server autorun folder.

The solution to all problems is to update your SVN. You likely got a bad file. Only report a "bug" if it doesn't go away after updating. As for the weapons, no weapons allowed in WarMelons. If you want to change that go screw around with the tool_permissions.lua file in the server autorun folder.

Yep. That's the one I've been pointing people to for my server. I've been trying to get in contact with Beneathe, the maker of most of those maps, to see if he'd be willing to work with me, but no luck.

Please turn this into a proper gamemode. It's getting irritating whenever I want to play sandbox suddenly realising that warmelons has messed with all my tools and i'm going to have to go disable it. A full gamemode would most likely be far nicer for everyone concerned at this level of complete integration into the game.

Nice work on the actual RTSness by the way, I'm especially loving the harvester melons (although you can make entire armies of them and use them as mine clearers for no real cost).

Please turn this into a proper gamemode. It's getting irritating whenever I want to play sandbox suddenly realising that warmelons has messed with all my tools and i'm going to have to go disable it. A full gamemode would most likely be far nicer for everyone concerned at this level of complete integration into the game.

Nice work on the actual RTSness by the way, I'm especially loving the harvester melons (although you can make entire armies of them and use them as mine clearers for no real cost).

I've actually accomplished pretty much everything I needed for a gamemode. Figuring out the gamemode nuances is what I'll be working on now. I also suck at HUD, Derma, and scoreboards so I'm sure those are going to slow me down.

As for now, I have updated the SVN just for you Rum. Should you ever forget your playing with WarMelons on you can just change the WM_Rules to 0 in the console. The next time anyone tries to use any tool, all warmelon rules will be axed. Spawn whatever you want anywhere and use whatever. That should be a good stopgap measure.

I like your ingenuity with harvesters. They have had their health reduced due to your complaint and others about them being too strong in general. People were using them to soak up damage.

Ninja_Danz0r posted:

Haha, this is amazing!
Way to go making an already great mod even greater :D

Just a few questions:
Is this fully compatible with RD3?
Will selection circles/squares be added to the GUI in the future?

Thanks!

WarMelons:RTS no longer uses and RD, though you can certainly have it active at the same time with no problems.

Selection circles/squares are something that only Sassafras of Sassilization has done. He's not one to share. I'm working on it, but it's no easy task.

OK, so I know I just responded about this, however, I just realized that I am God's greatest gift to mankind. As you can tell I'm pretty excited. I had an epiphany for how to get the selection spheres to work.

In less than an hour and a half I had it working! Selection spheres are now implemented!

On a side note. I was thinking about making the mega bomb even larger. In the picture are the proposed size vs the old size. The PHX balls kind of roll all the time and never stop so I don't think I'll implement larger sizes for now.

OK, so I know I just responded about this, however, I just realized that I am God's greatest gift to mankind. As you can tell I'm pretty excited. I had an epiphany for how to get the selection spheres to work.

Sounds like you updated your version with the SVN in the five minutes right after I posted. Tortoise gave me a popup that I didn't notice so I had to click that to upload the rest of the code. Looks like you just got the first half. Just update again, you'll be fine.

I also fixed a prop spawning bug and some console spam with the team selector gun. It's a holiday today so I have the day off. Expect some more stuff later today.

Hmm... The kind of same thing happened to me and my friend. Although it might have been a problem on his end. (since his older computer has quite a few more problems than mine. (thankyou, cheaper/better computer parts!))

Hmm... The kind of same thing happened to me and my friend. Although it might have been a problem on his end. (since his older computer has quite a few more problems than mine. (thankyou, cheaper/better computer parts!))

Looks like some crazy file moving on my end tricked the SVN. It uploaded the selectionbox stuff into the bomb folder and totally overwrote the bomb, while not even creating it's proper directory. SVN errors make me sad.

Anyways, just update the SVN and all will be well.

Oh, and for those of you who love me, show it with lua kings. It's sad looking at sex pose tools that have more lua kings than this.

Gave you a lua king man. You deserve it. Also: WM_rules is most definitely a suitable stopgap measure. Thanks!

Thanks Rum. I'm trying to get it as close to a gamemode as I can. I tried today to actually convert it over and I realized that WM:RTS uses so much content from sandbox that I'd have to put everything from sandbox into WM:RTS. That would be a lot of redundant downloading. Maybe they're a way to use sandbox as a base instead of just base.

Anyways, since I feel loved I'm releasing my map feature pack. Along with the SVN changes I made today (some bug fixes, wire additions, and new victory condition) I hope that this will lead to some new servers going up. By the way, the new victory condition is "domination". Should one player have the only spawn point, players will have ten seconds to make a new one, should they have the NRG, otherwise it's "round over".

Map: gm_blindfight_v1

Blindfight is a lesser known naval combat map. It's focus on submarine warfare makes it unpopular except among enthusiasts. Despite the empahsis on submarine warfare I decided to focus this map on the surface combat. Floating capture points dot the lake with only a few points actually being on shorelines. Expect to be building lots of ships. Two teams start nearer an island with a high capture point density, while the other has less resources, but more space to work with.

Two opposing castles lie in direct proximity to each other. Using the autospawner I added a bridge to this map, but even still you need to be careful not to let your melons fall into the fissure. Even though this map is small, it can drag on for some time since breaking the fortifications is quite a task. Expect lots of close quarter combat.

You will not find a larger land map so well suited to Warmelons. The battles on this map will truly be epic campaigns. The terrain is varied and distances are long. Capture points are rare and resource nodes need to be harvested to supplement your income. The map is very asymmetric and choosing your spawn point location will be a tough choice. Do you go for the rough and easily defended high grounds, which will impede even your own melons? Or do you go for the flatlands where movement makes you much quicker? I've seen both strategies (including a mountaintop fortress), all with mixed results.

Wildforest is a map where the main terrain obstacles are trees. The map centers around a lake that contains the maps only communication uplink. Battles for this uplink are common as this uplink has range of almost the entire map. I've seen many a melon accidentally drown while fighting for the uplink near the very small pier it is located on. Capture points are few and located within clusters of white trees. Harvesting is a must and resource locations lie between tree clusters, right in the open. The asymmetric nature of this map makes choosing a starting location quite difficult.

The first of the Stranded maps to be reviewed, Affection promises to be a navigational challenge. The map is completely irregular and is rough on moving melons. Fighting over the top of this map is virtually guaranteed. The easy access to comm uplinks means you'll be seeing melon strikes about once a minute.

The first of the island hopping maps, Atoll is a map that gives you a lot of options on how to play. Players who use a combined air, sea, and land force will certainly shine on this map. One peculiar thing about Atoll is how each starting location is unique. There are four main islands. Two of the islands each have four capture points, but are differently shaped and quite exposed. One of the islands is large, with six capture points, though further spread, and with mixed exposure (I am reminded of this being the Asia in Risk. Hard to take the whole thing, but if you do you'll likely win). The last island is the smallest, with an amazingly defensible cave, but has only two resource nodes. All players will end up fighting over the two oil rig style resource nodes and communications uplink in the middle.

MD Islands is a map for the amphibious. Small streams make both naval and land movement cumbersome. Islands are rich in capture points, making quick conquest a must. Let me stress the need for amphibious vehicles!

Stream has a large waterway right through the map. This waterway has multiple resource nodes that harvester boats should make use of. Having a coastal spawnpoint or outpost really helps here. The rest of the maps are large land space covered with capture points. There are a lot of options here. You can try to control the stream and stop incursions, fly over it, or punch through it. The fog in this map is brutal and makes getting surprised a common occurrence. The fog is removed in this screenshot.

This is the first of the maps I am reviewing that was specifically created for WarMelons. WarMelons only maps tend to be much more straight forward than other maps. Castles are tucked into each corner in this NRG intensive map. The fight for the middle uplink is quite brutal.

Dawn is a two parted map with the two parts being similar in nothing more than size. One side contains a large body of water separating two shores. The resource node in the middle contains infinite resources. Going through the dark tunnels to the other side reveals a wide open play field with a combination of resource nodes capture points and an uplink.

Desertia is a mess of long kinked corridors. Use the gatespawner script included to spawn stargates at every pod at the edge of the maps, as well as one in the middle. This makes the map a lot more interesting and surprising, with no one able to truly stay safe and secure.

Only half of Highlands is actually high. The two differently elevated areas are important to consider in your start positions. The three pockets in the lower portion are close together and have access to the only communications point. The elevated two pockets are further away and isolated from expansion. Don't let those elevated players get strong fortifications at the top of the hill or you'll find your self under an avalanche of bombs.

By the way... How about a superweapon that's admin only??? A NUKE MELON! :D

Would, as I said, be admin only. And it would basically just unweld/unfreeze everything in the map, pushing it away from the blast, then within about 10-20 seconds of that happening, it vaporizes everything. (this is exactly why it would be admin only)

By the way... How about a superweapon that's admin only??? A NUKE MELON! :D

Would, as I said, be admin only. And it would basically just unweld/unfreeze everything in the map, pushing it away from the blast, then within about 10-20 seconds of that happening, it vaporizes everything. (this is exactly why it would be admin only)

Why not just use TetaBonita's Nuke?

AI players will never happen. The source engine could never handle that in addition to the calculating all the existing melon stuff.

The most you'll see AI wise would be if I added some spawn points that just spawned enemy melons at random intervals or whatever. Maybe they would hunt other teams automatically, but they'd be pretty mindless either way.

The most you'll see AI wise would be if I added some spawn points that just spawned enemy melons at random intervals or whatever. Maybe they would hunt other teams automatically, but they'd be pretty mindless either way.

Kinda like Reaver Melons. Perhaps if you make a special powerful melon with high health and good weapons and a 'citadel' which spawns the occasional raid of melons. If you give the citadel some kind of weapon and make it hard to take out the Reaver Melons (which would be black or grey, of course) could become a fixed feature in a map with no-one wiling to break off the main fight to go take out the Citadels, and the Reavers occasionally spawning in groups of 6-10 and just homing in on the nearest non-reaver melon.

If you wanted to make them a bit more aware then make them home in on non-reaver controlled resource points before attacking other melons, and make the spawn time for the raids lower for each resource point owned. You could also make Reaver harvesters that go for the nearest resource point. Give the harvesters a weak rapid fire weapon and watch as they cut off undefended resource nodes.

If the difference in power between the Reaver melons and any other melon is sufficient then it should make up for their lack of strategy and make them a sufficiently worrying blind force/semi AI opponent. I'd certainly love setting up a few Citadels and seeing if I could win.

Kinda like Reaver Melons. Perhaps if you make a special powerful melon with high health and good weapons and a 'citadel' which spawns the occasional raid of melons. If you give the citadel some kind of weapon and make it hard to take out the Reaver Melons (which would be black or grey, of course) could become a fixed feature in a map with no-one wiling to break off the main fight to go take out the Citadels, and the Reavers occasionally spawning in groups of 6-10 and just homing in on the nearest non-reaver melon.

If you wanted to make them a bit more aware then make them home in on non-reaver controlled resource points before attacking other melons, and make the spawn time for the raids lower for each resource point owned. You could also make Reaver harvesters that go for the nearest resource point. Give the harvesters a weak rapid fire weapon and watch as they cut off undefended resource nodes.

If the difference in power between the Reaver melons and any other melon is sufficient then it should make up for their lack of strategy and make them a sufficiently worrying blind force/semi AI opponent. I'd certainly love setting up a few Citadels and seeing if I could win.

I'll probably add in some reaver melon by just giving those melons a super aggressive stance. I have an idea that will likely be even better, though I'm planning on having both. More to come on my new idea once I investigate how feasible it really is.

hey lap, I don't know if this has been asked before, but will this work with RD3?

I am confused as to why this keeps getting asked. Maybe confusion from the old manual? It is compatible with any version of RD and I can't even think of another mod besides the original WarMelons that really conflicts. It's even made to be compatible with Spacebuild.

I am confused as to why this keeps getting asked. Maybe confusion from the old manual? It is compatible with any version of RD and I can't even think of another mod besides the original WarMelons that really conflicts. It's even made to be compatible with Spacebuild.

I am confused as to why this keeps getting asked. Maybe confusion from the old manual? It is compatible with any version of RD and I can't even think of another mod besides the original WarMelons that really conflicts. It's even made to be compatible with Spacebuild.

The first picture you see on the front page is clearly in space. I don't have any feature maps for them yet, but they definitely work and the matches are awesome. Trying to defend/attack planets is really fun. Spacebuild maps are definitely for expert players though since controlling your melons becomes a bit more difficult.